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Create a fast close quarters multiplayer map that promotes constant movement due to scarcity of cover and push Player to use verticality as strategic advantage.

LEVEL DEVELOPMENT HIGHLIGHTS:

Established the high level design guidelines and core experience on paper.

Greyblocked in UDK to rapidly communicate the intended experience.

Handled constant public playtest to ensure the core experience was effectively conveyed.

Established an art pipeline focused on tileable materials with options for advanced vertex painting.

Meshed, UVed, Lightmapped all 3D models in Maya.﻿

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LEVEL TYPE:Single Player ActionDESIGN INTENTION:

Create a small condensed experience set in the Bioshock universe to introduce and demonstrate the use of a new possession plasmid.

LEVEL DEVELOPMENT HIGHLIGHTS:

Designed the level flow and the different beats on paper before production and actively sought criticism from peers.

Wrote the documentation (GDD and LDD).

Greyblocked in UE4 to quickly prototype the different mechanics and pace the gameplay.

Programmed the entire game using Blueprint (weapons system, environment interaction and Artificial Intelligence). All scripts are focused on reusability using inheritance, function libraries and interfaces.

Did technical animation tasks such as : rerouting skeleton's root, retarget animations to a different skeleton, fixed skinning issues, used animation caches in order to apply selective blends to skeletal meshes.

Established an art pipeline focused on tileable materials with options for vertex painting.

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﻿Create chilling chase sequences where a player controlled monster attempts to kill survivors (also player controlled) who are trying to escape a space station. ﻿

RESPONSIBILITIES:

Created and maintained documentation for the vision of the game.

Taught a team of +10 how to use Unreal Engine 4 and created documentation stating the "best practices".

Created networked gameplay and other networked feature through Blueprint (opening closing doors, welding doors, replicated first person movement (crouching, sprinting), footstep sound system allowing the local player to hear something different than other clients and so on).

Implemented the Steam API in the project and created a base functionality for clients to join and host games over Internet.

Acted as a technical artist to ensure that all models in the game were properly optimized, that the game would run on 5 years old graphics card (lighting and material optimization).

Worked closely with programming, design and art during production.

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BIOSHOCK MOD

Level Type : Free-For-All DeathmatchCore Design Intentions :

Create a fast close quarters map that encourages movement through constant fear of immediate death and verticality to achieve a "vertigo thrill".

Responsibilities :

Established the high level design guidelines and core experience on paper.

Greyblocked in UDK using a mix of Additive and Subtractive techniques to rapidly communicate the intended experience.

Handled public playtest to ensure the core experience was effectively conveyed.

Designed an art pipeline focused on a small number of tileable materials with options for advanced vertex painting.

Meshed, UVed, Lightmapped the entire level in Maya using a combination of modular and unique pieces.﻿